Ruchnar
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Posts posted by Ruchnar
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Regarding Barak Thryng, the book says that they gain the Barak Thryng keyword, but not the Kharadron Overlords keyword. Since they don't have the KO keyword, we should pay allied points for duardin units... BUT that would make the additional rules redundant (about those units not counting for battleline and they can't be chosen for general).
Seems to me that they missed that, my ruling would be that GW ****** it up and you can definetly use duardin units without paying allied points but maybe I'm wrong. On the other hand, what about using Gotrek on Barak Thryng? -
He also said in that blog that Knight Azyros gave +1 to hit instead of hit rerolls of 1
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13 hours ago, Kramer said:
I think the biggest win is the big blob of arkanauts. That will do some work & yes I agree that Mhornar will help you more with this list.
Where will you use the second Khemist? If you couple it with the EndrinRiggers I would still give them the saws. Buff, 14" move, 7" avarage charge roll. Means a good threat range and with nine models they can suffer a bit of ranged damage and still do work.
Alternatively if your sending up the riggers as a mobile gun base I would suggest trying them out as 3x3 Skywardens. They will then probably be the ones charged getting a little benefit of the bombs, extra flexibility and they will be out of range of the second Khemist anyway. But if that's their role, then what will the second Khemist buff?
The idea is to keep out of range of the witches as much as I can, while having some melee dmg against them if needed...
I'll think about getting rid of volley guns on the riggers and taking the saws or taking the Skywardens instead, The second Khemist was there for redundancy against possible Snipes. Maybe I could give the feather to the second Khemist instead, so he can "follow" the unit of riggers.
Thanks for the feedback!7 hours ago, Sttufe said:That is a very great many arkanauts. I am honestly impressed by the army ideas people put up here, they are very creative and not just "clown car, clown car, clown car".
Yeah, I agree this is not an usual list for KO, but it is a very specific list against a specific army. Kharadron has a lot of potential but for me they are not meant for one trick lists, I find myself measuring and thinking my moves way more with them than with all the other armies I played...
1 hour ago, Nick907 said:You might be right, things seem to be heading in that direction. It'll be alright, there are many ways the rules can incorporate the theme of 'sky pirates' into good game mechanics.
That's why I can't wait for a rules updates for our flying dorfs!
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On 2/19/2019 at 11:57 AM, Kramer said:
No worries, it’s an interesting choice. 3 endrinriggers are just not going to do much more than be a very mobile screen. While buffed with six they can dish it out. On the other hand 6 more skyhook shots... I just don’t know what will net you more in an objectives game like AoS.
I have been thinking about that list I posted the other day and finally I have come to this:
Allegiance: Kharadron Overlords
Mortal Realm: GhurSkyport: Barak-Mhornar
- Additional Footnote: There's No Trading With Some PeopleLeaders
Knight-Incantor (140)
- Allies
Aether-Khemist (160)
- General
- Trait: Opportunistic Privateers
- Artefact: Gryph-feather Charm
Aether-Khemist (160)Battleline
10 x Arkanaut Company (120)
- 3x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Light Skyhooks
40 x Arkanaut Company (480)
- 12x Light SkyhooksUnits
5 x Evocators (200)
- 5x Grandstaves
- Allies
9 x Endrinriggers (360)
- 3x Aethermatic Volley Guns
- 3x Drill CannonsTotal: 1740 / 1750
Extra Command Points: 0
Allies: 340 / 400
Wounds: 108
This is definetly a totally different list from the other day but I think, that Mhornar will help me way better than Zifilin against DoK.
Also, now I have:
+ wizzards
+bigger blob of Arkanauts
+ another hero
+ bigger unit of endrinriggers
- no deepstrike
- no ships!
And, if I'm not wrong, I can use the "Who strikes first, strikes hardest" ability on the evocators too.
I still got some time until friday to play with this list but I'm pretty happy about this one so far.
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1 hour ago, Kramer said:
Oh yeah, then 2 ships is probably a too big an investment.
Are you going to try the tactic of dropping on thunderer so you can overload the frigate to include one Khemist?
You could also drop 3 endrinriggers upping the one squad to 30 and leaving your counter charge at 6 endrinriggers. But that is a though call on what will help you more.
Yup, one khemist + 14 thunderers on the frigate (maybe also the endrinriggers depending of his list/deploy)
And yes, probably a blob of 30 + 6 endrin is better than 40 + 3
Thank you! -
2 hours ago, Kramer said:
The best tip I can give you is to set up different gun stations. So ziflin in a ironclad with 20 arkanauts with skyhooks and a khemist or like the cancon game* an frigate and 14 thunderers and a Khemist.
That way your opponent will have a harder time to keep a character with minuses to hit as the closest model, and you might be able to overstretch his lines. You might even be able to double down on this strategy by flying a unit of skywardens up on the other flank.
In any case a big unit of arkanauts with long range skyhooks in you main line will be invaluable for this tactic.
its a bit tailoring but might work! (Also maybe a navigator to slow down his flying eels if he focussed on an elite list?)
*the game is good fun to watch on YouTube.
Thanks! I did saw that video and it was so fun to see, also the khorne one. But I feel that taking two ships in a 1750 points game (its a weird league) its going to cost me too much fire power. I think I'm going to take something like that: (inspired in what you suggested)
Allegiance: Kharadron Overlords
Skyport: Barak-Zilfin
- Additional Footnote: There's No Trading With Some People
Leaders
Aether-Khemist (160)
- General
Aether-Khemist (160)
Battleline
20 x Arkanaut Company (240)
10 x Arkanaut Company (120)
10 x Arkanaut Company (120)
Units
15 x Grundstok Thunderers (300)
9 x Endrinriggers (360)
War Machines
Arkanaut Frigate (240)
Total: 1700 / 1750
Extra Command Points: 1
Wounds: 97
Maybe I could swap 6x endrin for 20x Arkanauts more, leaving the other 3 endrinriggers as a supporting fast unit (helping to control objectives)
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Hello guys! Fellow stalker here.
Ive got a game next week against DoK but I don't have any clue about what can KO do against those crazy witches. What would you play against them?
Maybe some of your ideas could help me win that match, thank you!
AoS 2 - Kharadron Overlords Discussion
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They forgot to add Brokk